D&D 5E Help me understand & find the fun in OC/neo-trad play...

I genuinely do not see FITD or PBTA in generic (which is dangerous since there's so many spins) as neotrad. Most of them hold characters too lightly, and there's no assumption that you'll have dramatic arcs or success. I think that narrativist play style is its own distinct thing, and while the players drive the play the GM in those has a lot more permission to hurt them and the things they hold dear.
You do realize this is no true scotsman falalcy? Literally removing what many consider face of this style of playing because it doesn't fit your narrow definition. No wonder this is something you view in complete negative, but it does make me question point of arguing with you, as you are clearly not engaging in good faith.
 

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You do realize this is no true scotsman falalcy? Literally removing what many consider face of this style of playing because it doesn't fit your narrow definition. No wonder this is something you view in complete negative, but it does make me question point of arguing with you, as you are clearly not engaging in good faith.
I think they're (and I'm) disagreeing with the idea that Apocalypse World is the "face" of Neotrad. The article defining it for purposes of this discussion cites two types of DnD (3e Living Greyhawk and Critical Role's 5e campaigns) as the most-obvious, best known Neotrad games.



Saying Prince William doesn't represent Scotland isn't a fallacy.
 
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If the whole point of play from a player perspective is to explore your OC's "story", it would be quite easy to prioritize what you want for your PC over the desires of the other players, or the GM. I suspect this is why the pitfalls of Neo-Trad are being emphasized. Sometimes, it's hard not to see them.
Instead of making up these suppositions, though, one could look at the actual ethos of this approach to play. Someone upthread linked to a nice blog about it: Old RPG Gamers and The Streaming Youth - From a Dark Forest
 

And here we have it, literally a false dichotomy. You have a situation where GM is telling their story and players must shut up and deal with it because they don't matter, and when people offer alternatives, your imagination fails you and you immediatelly assume that it must be just flip of the roles, instead of imagining any scenario where GM and players have equal power and work together to have fun. Complete lack of imagination, you ignore everything many people said in this thread to instead make up strawmen.


You also ignored what other people said to build strawmen to paint the style of play in negative light and acted as if we're being dishonest for trying to point the ways to avoid said pitfalls or childish for not liking the railroad.
Also, I'm over thirty, so you can take that whining about kids and eat it for all I care. If you're treating people who disagree with you like children, it tells more about you than them.
Where did I mention kids?
 



What does one have to with the other? Seriously.
If turning into a duck for a long period of time, in-game, is a part of your setting's definition of magic, then shouldn't the players be willing to explore that? Exploring the possible outcomes of magic is part and parcel of crafting a realistic setting.

If simulation is the primary priority, and gamism is secondary, then making sure negative experiences are properly simulated should trump the player not having relevant "gamist" actions for a while.
 



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